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US7303473B2 - Network gaming system - Google Patents

Network gaming system
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US7303473B2
US7303473B2US10/082,650US8265002AUS7303473B2US 7303473 B2US7303473 B2US 7303473B2US 8265002 AUS8265002 AUS 8265002AUS 7303473 B2US7303473 B2US 7303473B2
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game
gaming
data
website
server
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US20030162594A1 (en
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Richard E. Rowe
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International Game Technology
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International Game Technology
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PTAB case IPR2022-00223 filed (Final Written Decision)litigationhttps://portal.unifiedpatents.com/ptab/case/IPR2022-00223Petitioner:"Unified Patents PTAB Data" by Unified Patents is licensed under a Creative Commons Attribution 4.0 International License.
US case filed in Texas Western District Courtlitigationhttps://portal.unifiedpatents.com/litigation/Texas%20Western%20District%20Court/case/6%3A21-cv-00331Source: District CourtJurisdiction: Texas Western District Court"Unified Patents Litigation Data" by Unified Patents is licensed under a Creative Commons Attribution 4.0 International License.
US case filed in Texas Western District Courtlitigationhttps://portal.unifiedpatents.com/litigation/Texas%20Western%20District%20Court/case/1%3A23-cv-01090Source: District CourtJurisdiction: Texas Western District Court"Unified Patents Litigation Data" by Unified Patents is licensed under a Creative Commons Attribution 4.0 International License.
Priority to US10/082,650priorityCriticalpatent/US7303473B2/en
Application filed by International Game TechnologyfiledCriticalInternational Game Technology
Priority to EP02806892Aprioritypatent/EP1485886A2/en
Priority to AU2002367725Aprioritypatent/AU2002367725B2/en
Priority to PCT/US2002/009669prioritypatent/WO2003073392A2/en
Priority to CA2474678Aprioritypatent/CA2474678C/en
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Publication of US20030162594A1publicationCriticalpatent/US20030162594A1/en
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Abstract

An apparatus and method of operating a website computing apparatus may comprise receiving at the website computing apparatus game selection data representing a game selection from a player device via the Internet, transmitting a data communication from the website computing apparatus to either a first gaming apparatus that facilitates play of a first game if the game selection data represents the first game, or to a second gaming apparatus that facilitates play of a second game if the game selection data represents the second game, receiving at the website computing apparatus game display data from one of the gaming apparatuses, transmitting the game display data to the remote player device via the Internet, receiving at the website computing apparatus wager data from the remote player device via the Internet, transmitting the wager data to either the first or second gaming apparatus.

Description

BACKGROUND
This patent is directed to a networked gaming system that may include a website server which may be accessed by a plurality of players via remotely located player terminals.
Various network gaming systems have been previously described. For example, U.S. Pat. No. 6,280,325 to Fisk discloses a computer network which manages multiple simultaneous bingo games having a potentially large number of bingo cards. The computers simultaneously and in parallel compare called bingo numbers to bingo cards stored in each respective computer and also double-verify winning cards. Called numbers may be applicable to one, many, or all of the simultaneous bingo games, and the games may have different times or different rules. Bingo cards are distributed in the network in accordance with number of hits needed by the cards: “one-away” computers handle bingo cards needing one more hit; “two-away” computers handle cards needing two hits. The computers in the network also generate statistics on the progress of bingo cards toward winning patterns. The winning pattern for any game can be changed in real-time, as desired to continue interest in the game.
U.S. Pat. No. 6,264,560 to Goldberg, et al. discloses a game playing method and apparatus for automating games such as blackjack, poker, craps, roulette, baccarat and pai gow, wherein players may play continuously and asynchronously, and information related to advertised items can be exchanged between players and advertisers. In one embodiment, each instance of a game is likely unique from all other current game instances. The games do not require a manual dealer and in one embodiment, played in a gaming establishment using low cost gaming stations. The system may also be used to play such games on the Internet or an interactive cable television network wherein a game controller communicates with players at network nodes in their homes and at their leisure.
U.S. Pat. No. 6,183,366 to Goldberg, et al. discloses an information service and advertising providing system for presenting interactive information services together with interactive advertising on a communications network such as the Internet and LANs. The information service may be a game played interactively on the network while advertising is communicated between users and an advertising network node. Users may also be provided with various games and/or game tournaments via interactive network communications. Users may respond to advertising while being entertained (e.g., via games), or while interacting with another network service.
SUMMARY OF THE INVENTION
In one aspect, the invention is directed to a website controller that controls the operation of a website. The controller may comprise a processor; a memory operatively coupled to the processor; a first computer program portion stored in the memory that causes data prompting a game selection to be made to be transmitted to a remote player device to allow a first game or a second game to be selected via the remote player device; a second computer program portion stored in the memory that causes game selection data representing a game selection that is received from the remote player device to be stored in memory; a third computer program portion stored in the memory that facilitates data communication between the remote player device and a first gaming computer that facilitates play of the first game if the game selection data specifies the first game; and a fourth computer program portion stored in the memory that facilitates data communication between the remote player device and a second gaming computer that facilitates play of the second game if the game selection data specifies the second game.
In another aspect, the invention is directed to a method of operating a website computing apparatus. The method may comprise receiving at the website computing apparatus via the Internet game selection data representing a game selection from a player device remote from the website computing apparatus, the game selection data representing either a first game or a second game; receiving at the website computing apparatus game display data from a first gaming apparatus that facilitates play of the first game if the game selection data represents the first game; receiving at the website computing apparatus game display data from a second gaming apparatus that facilitates play of the second game if the game selection data represents the second game; transmitting the game display data from the website computing apparatus to the remote player device via the Internet; receiving at the website computing apparatus wager data from the remote player device via the Internet; transmitting the wager data from the website computing apparatus to the first gaming apparatus if the game selection data represents the first game; and transmitting the wager data from the website computing apparatus to the second gaming apparatus if the game selection data represents the second game.
In another aspect, the invention is directed to a method of operating a gaming apparatus. The method may comprise transmitting first game display data from the gaming apparatus to a website computing apparatus, the first game display data representing a first game image relating to a game that may be played via a player device that is remote from the website computing apparatus and that is remote from the gaming apparatus, the first game display data being included in a data communication having a destination address that specifies the player device; receiving wager data from the website computing apparatus, the wager data being included in a data communication having a source address that specifies the player device; transmitting second game display data from the gaming apparatus to the website computing apparatus, the second game display data representing a second game image relating to the game, the second game display data being included in a data communication having a destination address that specifies the player device; and transmitting outcome data from the gaming apparatus to the website computing apparatus, the outcome data representing an outcome of the game, the outcome data being included in a data communication having a destination address that specifies the player device.
In a further aspect, the invention may comprise a gaming controller. The gaming controller may comprise a processor; a memory operatively coupled to the processor; a first computer program portion stored in the memory that causes first game display data to be transmitted from the gaming controller to a website computing apparatus, the first game display data representing a first game image relating to a game that may be played via a player device that is remote from the website computing apparatus and that is remote from the gaming apparatus, the first game display data being included in a data communication having a destination address that specifies the player device; a second computer program portion stored in the memory that causes wager data to be received from the website computing apparatus, the wager data being included in a data communication having a source address that specifies the player device; a third computer program portion stored in the memory that causes second game display data to be transmitted from the gaming controller to the website computing apparatus, the second game display data representing a second game image relating to the game, the second game display data being included in a data communication having a destination address that specifies the player device; and a fourth computer program portion stored in the memory that causes outcome data to be transmitted from the gaming controller to the website computing apparatus, the outcome data representing an outcome of the game, the outcome data being included in a data communication having a destination address that specifies the player device.
Additional aspects of the invention are defined by the claims at the end of this patent.
BRIEF DESCRIPTION OF THE DRAWINGS
Various embodiments of the invention are described in connection with the drawings, a brief description of which is provided below:
FIG. 1 is a block diagram of an embodiment of a gaming system in accordance with the invention;
FIG. 2A is a block diagram of one of the player terminals shown schematically inFIG. 1;
FIG. 2B is a block diagram of the website server shown schematically inFIG. 1;
FIG. 2C is a block diagram of one of the gaming servers shown schematically inFIG. 1;
FIG. 3A is an illustration of an embodiment of a logon display that may be displayed on one of the player terminals;
FIG. 3B is an illustration of an embodiment of a game selection display that may be displayed on one of the player terminals;
FIGS. 3C and 3D illustrate one manner in which gaming data could be stored in memory;
FIG. 4 is a flowchart of an embodiment of a website server operation routine;
FIG. 5A is a flowchart of an embodiment of a website server transmit routine;
FIG. 5B is a flowchart of an embodiment of a website server receive routine;
FIG. 5C is a flowchart of an embodiment of a gaming server communication routine;
FIG. 6 is an illustration of an embodiment of a visual display that may be displayed during performance of the poker routine ofFIG. 8;
FIG. 7 is an illustration of an embodiment of a visual display that may be displayed during performance of the blackjack routine ofFIG. 9;
FIG. 8 is a flowchart of an embodiment of a poker routine that may be performed by the system;
FIG. 9 is a flowchart of an embodiment of a blackjack routine that may be performed by the system;
FIG. 10 is an illustration of an embodiment of a visual display that may be displayed during performance of the slots routine ofFIG. 12;
FIG. 11 is an illustration of an embodiment of a visual display that may be displayed during performance of the keno routine ofFIG. 13;
FIG. 12 is a flowchart of an embodiment of a slots routine that may be performed by the system;
FIG. 13 is a flowchart of an embodiment of a keno routine that may be performed by one or more of the gaming units;
FIG. 14 is an illustration of an embodiment of a visual display that may be displayed during performance of the bingo routine ofFIG. 15; and
FIG. 15 is a flowchart of an embodiment of a bingo routine that may be performed by the system.
DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
Although the following text sets forth a detailed description of numerous different embodiments of the invention, it should be understood that the legal scope of the invention is defined by the words of the claims set forth at the end of this patent. The detailed description is to be construed as exemplary only and does not describe every possible embodiment of the invention since describing every possible embodiment would be impractical, if not impossible. Numerous alternative embodiments could be implemented, using either current technology or technology developed after the filing date of this patent, which would still fall within the scope of the claims defining the invention.
It should also be understood that, unless a term is expressly defined in this patent using the sentence “As used herein, the term ‘______’ is hereby defined to mean . . . ” or a similar sentence, there is no intent to limit the meaning of that term, either expressly or by implication, beyond its plain or ordinary meaning, and such term should not be interpreted to be limited in scope based on any statement made in any section of this patent (other than the language of the claims). To the extent that any term recited in the claims at the end of this patent is referred to in this patent in a manner consistent with a single meaning, that is done for sake of clarity only so as to not confuse the reader, and it is not intended that such claim term by limited, by implication or otherwise, to that single meaning. Finally, it is not intended that the scope of any claim element be interpreted based on the application of 35 U.S.C. § 112, sixth paragraph.
Gaming System
FIG. 1 illustrates one possible embodiment of agaming system10, which may be an Internet gaming system, that is shown operatively coupled to a plurality ofremote player terminals12. Thegaming system10 may include awebsite server14 and a plurality ofgaming servers16 operatively coupled to thewebsite server14 via a plurality ofdata links18, anetwork20, and adata link22 connected between thenetwork20 and thewebsite server14. Thenetwork20 may comprise, for example, the Internet, a wide area network (WAN), or a local area network (LAN). Theplayer terminals12 may be operatively coupled to thewebsite server14 via a plurality ofdata links24, anetwork26, and adata link28 connected between thenetwork26 and thewebsite server14. Thenetwork26 may comprise, for example, the Internet, a wide area network (WAN), or a local area network (LAN). Each of thenetworks20,26 may include a plurality of network computers or server computers (not shown), each of which may be operatively interconnected. Where thenetworks20,26 comprises the Internet, data communication may take place over the communication links22,28 via an Internet communication protocol.
Thewebsite server14 may be located at a first physical location, and thegaming servers16 may be provided at the same location as thewebsite server14 or in locations that are remote from thewebsite server14, such as in a different building, city or state. For example, thewebsite server14 may be located at the company that operates the website, and each of thegaming servers16 may be located at a respective one of a different gaming company or casino. Thus, the fourgaming servers16 shown inFIG. 1 could be located at four different locations, and thewebsite server14 could be located at a fifth location. Each of theplayer terminals12 may be located in a different location than thewebsite server14, and eachplayer terminal12 may be located in a different location than all of theother player terminals12. For example, eachplayer terminal12 may be located in a person's house, or eachplayer terminal12 could be located in a separate hotel room.
AlthoughFIG. 1 illustrates that thegaming system10 comprises fourgaming servers16 and onewebsite server14 for sake of simplicity, it should be understood that different numbers ofgaming servers16 and more than onewebsite server14 could be used. AlthoughFIG. 1 illustrates fourplayer terminals12, manymore player terminals12, such as hundreds or thousands, could be operatively coupled to thewebsite server14.
Overall Operation
During operation, a player could utilize one of theplayer terminals12 to logon to the website serviced by thewebsite server14 in order to play various wagering games, such as poker, blackjack, slots, bingo or keno. Thewebsite server14 may be programmed to allow the player to select a particular game or games from a menu that includes numerous games. Each of thegaming servers16 operatively coupled to thewebsite server14 may include computer gaming software that facilitates play of one or more of the games offered by thewebsite server14. After a game is selected by the player using theplayer terminal12, the selected game may then be played under the control of thegaming server16 that contains the computer software associated with the selected game. While play of the game is controlled by theparticular gaming server16 that offers the selected game, all data communications necessary for play of the game may be routed through thewebsite server14 so that the player is unaware of the operative involvement of thegaming server16. Such data communications may include, for example, wagering data specified by the player via theplayer terminal12 and display data stored in thegaming server16 for the selected game. Thus, it may appear to the player that thewebsite server14 is handling all aspects and control actions relating to the game being played.
Player Terminals
Eachplayer terminal12 may be disposed in a different location, such as a person's home or a hotel room. Each of the player terminals may be either a smart terminal, such as a personal computer or a laptop computer, or a dumb terminal that does not include a controller.FIG. 2A is a block diagram of one possible embodiment of one of theplayer terminals12. Although one of theplayer terminals12 is described below in connection withFIG. 2A, it should be understood that the structure of theplayer terminals12 may be different, and each of theplayer terminals12 may have a different design or structure than theother player terminals12.
Referring toFIG. 2A, theplayer terminal12 may include acontroller30 that may comprise a plurality ofmemories32,34, a microcontroller or microprocessor (MP)36, anetwork communication circuit38, such as an Ethernet board for example, and an input/output (I/O)circuit40, all of which may be interconnected via an address/data bus42. It should be appreciated that although only onemicroprocessor36 is shown, thecontroller30 may includemultiple microprocessors36. Thememories32,34 may include random-access memories (RAMs) and program memories in which computer program instructions are stored, such as being stored electronically or magnetically. Although the I/O circuit40 is shown as a single block, it should be appreciated that the I/O circuit40 may include a number of different types of I/O circuits. Thememories32,34 may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. One or both of the memories of thecontroller30 may be a read/write or alterable memory, such as a hard disk. In the event a hard disk is used, the address/data bus40 shown schematically inFIG. 2A may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses.
Theplayer terminal12 may include a personal computer operating system, such as Windows® 2000 or another Windows® operating system commercially available from Microsoft®. Theplayer terminal12 may also include adisplay unit44, such as a cathode ray tube or flat panel display device, and one ormore input devices46, such as a keyboard and/or a mouse.
Website Server
Referring toFIG. 2B, thewebsite server14 may include acontroller50 that may comprise a plurality of microcontrollers or microprocessors (MP)52,54,56, a plurality ofmemories58,60, a firstnetwork communication circuit62 coupled to thedata link22 for communicating with thegaming servers16, a secondnetwork communication circuit64 coupled to thedata link28 for communicating with theplayer terminals12, and an input/output (I/O)circuit66, all of which may be interconnected via an address/data bus68. Themicroprocessors52,54,56 may be designed to operate in parallel as a parallel processing system. Thememories58,60 may include random-access memories (RAMs) and program memories in which computer program instructions are stored, such as being stored electronically or magnetically. Although the I/O circuit66 is shown as a single block, it should be appreciated that the I/O circuit66 may include a number of different types of I/O circuits. Thememories58,60 may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. One or both of thememories58,60 of thecontroller50 may be a read/write or alterable memory, such as a hard disk. In the event a hard disk is used, the address/data bus68 shown schematically inFIG. 2B may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. Thewebsite server14 may include a server operating system, adisplay unit70, such as a cathode ray tube or flat panel display device, and one ormore input devices72, such as a keyboard and/or a mouse.
Gaming Servers
Although one possible embodiment of one of thegaming servers16 is described below in connection withFIG. 2C, it should be understood that the structure of thegaming servers16 could be different than that described and that eachgaming server16 could have a different structure. Referring toFIG. 2C, one of thegaming servers16 may include acontroller80 that may comprise a plurality of microcontrollers or microprocessors (MP)82,84,86, a plurality ofmemories88,90, anetwork communication circuit92 coupled to thedata link18 for communicating with thewebsite server14, and an input/output (I/O)circuit96, all of which may be interconnected via an address/data bus98. Themicroprocessors82,84,86 may be designed to operate in parallel as a parallel processing system. Thememories88,90 may include random-access memories (RAMs) and program memories in which computer program instructions are stored, such as being stored electronically or magnetically. Although the I/O circuit96 is shown as a single block, it should be appreciated that the I/O circuit96 may include a number of different types of I/O circuits. Thememories88,90 may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. One or both of thememories88,90 of thecontroller80 may be a read/write or alterable memory, such as a hard disk. In the event a hard disk is used, the address/data bus98 shown schematically inFIG. 2C may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. Thegaming server16 may include a server operating system, adisplay unit100, such as a cathode ray tube or flat panel display device, and one ormore input devices102, such as a keyboard and/or a mouse.
Website Server Operation
One manner in which thewebsite server14 may operate is described below in connection with a number of flowcharts which represent a number of portions or routines of one or more computer programs, which may be stored in one or more of thememories58,60 of thewebsite server controller50. The computer program portions may be written in any high level language such as C, C+, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of thememories58,60 are physically and/or structurally configured in accordance with computer program instructions.
FIG. 4 is a flowchart of one possible embodiment of anoperation software routine120 that may be performed by thewebsite server14. Referring toFIG. 4, atblock122 thewebsite server14 may determine whether a player has indicated a desire to stop playing a particular game that the player has been playing via one of thegaming servers16. During play of a particular game, thegaming server16 which provides the gaming software for that game controls the operation of the game. When the player indicates a desire to stop playing that game, thegaming server16 transfers operational control back to thewebsite server14, in which case the routine may branch to block124 at which a game selection display may be generated on the display unit44 (FIG. 2A) of theplayer terminal12 being used by the player.
Atblock126 the routine may determine whether a logon request has been received from a player, via one of theplayer terminals12, indicating a desire to initiate a gaming session. The logon request could be, for example, the entry by the player of the Internet address of the website associated with thewebsite server14. If a logon request is received, the routine may cause a logon display to be generated on thedisplay unit44 of the player who transmitted the logon request. To generate the logon display, thewebsite server14 may cause display data representing a logon display image to be transmitted to theplayer terminal12. Various image data, including logon image data, may be stored in one of thememories58,60 of thewebsite server14.
One example of alogon display130 that could be generated on the player'sdisplay unit44 is shown inFIG. 3A. Referring toFIG. 3A, thelogon display130 may include adata entry box132 for entry of the first name of the player, adata entry box134 for entry of the last name of the player, adata entry box136 for entry of the street address of the player, adata entry box138 for entry of the city, state and/or zip code of the player, adata entry box140 for entry of a password of the player, adata entry box142 for entry of a credit card number of the player, and adata entry box144 for entry of the expiration date of the credit card of the player.
Referring back toFIG. 4, if thewebsite server14 has received logon data from the player as determined atblock146, that data may be stored in one of thememories58,60 of thewebsite server14 atblock148. If thewebsite server14 has received all of the required logon data as determined atblock149, the routine may branch to block124. If not, the routine may branch back to block146 to await further logon data from the player.
Atblock124, the routine may cause a game selection display to be generated on thedisplay unit44 of theplayer terminal12. To generate the game selection display, thewebsite server14 may cause display data representing a game selection display image to be transmitted to theplayer terminal12. The display data may be stored in one ofmemories58,60 of thewebsite server14.Block124 may be performed in response to a player initially logging onto the website (i.e. after the completion of block149) or in response to a player's desire to end a game that is being provided under the control of one of thegaming servers16 as described above (i.e. after the completion of block122).
One example of agame selection display150 that could be generated on the player'sdisplay unit44 is shown inFIG. 3B. Referring toFIG. 3B, thegame selection display150 may include a plurality of player-activatable icons, or game images, each of which represents a respective game that the player may play via the website associated with thewebsite server14. The icons may include, for example, anicon152 associated with a draw poker game, anicon154 associated with a bonus poker game, anicon156 associated with a triple play poker game, anicon158 associated with a 10-play poker game, anicon160 associated with a 50-play poker game, anicon162 associated with a first slots game, anicon164 associated with a second slots game, anicon166 associated with a blackjack game, anicon168 associated with a bingo game, and anicon170 associated with a keno game. Where the input device46 (FIG. 2A) of theplayer terminal12 is a mouse, the icons may be player-activatable via the mouse. Alternatively, each of the game icons may have a unique letter associated therewith and a game could be selected by inputting one of the unique letters via a keyboard.
The games that are available to play via the website serviced by thewebsite server14 may be provided by thegaming servers16 in various ways. For example, if twenty games were available via the website and if thewebsite server14 were operatively coupled to fourgaming servers16, each of those fourgaming servers16 could be programmed to facilitate play of exactly five of the games.
As another example, if the ten games represented by the ten icons shown inFIG. 3B were available for play and if fourgaming servers16 were connected to thewebsite server14, a first of thegaming servers16 could be programmed with gaming software that facilitates play of each of the poker games represented by theicons152,154,156,158,160, a second of thegaming servers16 could be programmed with gaming software that facilitates play of the two slots games represented by theicons162,164, athird gaming server16 could be programmed with gaming software that facilitates play of the blackjack game represented by theicon166, and thefourth gaming server16 could be programmed with gaming software that facilitates play of the bingo and keno games represented by theicons168,170. Each game may be available for play via only one of thegaming servers16. In other words, only one of the fourgaming servers16 could contain gaming software that facilitates play of the triple play poker game represented by theicon156, in which case thatparticular gaming server16 would have to be utilized if a player desired to play the triple play poker game.
Alternatively, each of thegaming servers16 may provide a plurality of games that are available only from a respective gaming provider. In that case, each of thegaming servers16 may be programmed with gaming software that facilitates one or more poker games (and/or other games), but each of the poker games may be different, such as by having different visual displays, different wagering options, different gaming options, etc.
In any case, each of the games available for play via the website may have one and only onegaming server16 on which gaming software that facilitates play of that game is stored. One of thememories58,60 of thewebsite server14 could store data that identifies theparticular gaming server16 that provides gaming software that implements each of the games available via the website. One example of such data is set forth below.
GameGaming Server
Draw Poker#1
Bonus Poker#1
TriplePlay Poker#2
10-Play Poker#2
50-Play Poker#2
Slots A#3
Slots B#3
Blackjack#4
Bingo#5
Keno#6
Referring toFIG. 4, atblock174 if a player selected one of the games available via the website as described above, the routine may transfer operational control to thegaming server16 that provides gaming software to play that game. For example, if the above table were used and if the player selected Triple Play Poker, the routine would transfer operational control togaming server #2.
If the player elected to end play at the website, such as by activating the “Sign Off”icon172 shown inFIG. 3B, the routine may branch to block180 at which point a gaming session summary may be displayed on thedisplay unit44 of theplayer terminal12. The gaming session summary may provide the player with summary data, such as how much money was won and what games were played, or all of the data shown inFIG. 3D. The player could then print out the summary display shown on thedisplay unit44 to save a physical record of the gaming session. Atblock182, the routine may terminate the Internet link between the website and theplayer terminal12.
Website Server Transmit Routine
FIG. 5A is a flowchart of one possible embodiment of a website server transmit routine190 that may be performed by the website controller50 (FIG. 2B) to transmit data messages originating from thewebsite server14 to either agaming server16 or one of theplayer terminals12. The data messages could be, for example, messages containing the display data necessary for generating the logon display130 (FIG. 3A) and the game-selection display150 (FIG. 3B) or messages containing other types of data.
The data messages transmitted between theplayer terminals12, thewebsite server14, and thegaming servers16 may include a header that specifies the type of data message, a source address indicating the source of the message, a destination address indicating the destination to which the message is to be sent, a data field indicating the number of data bytes that are included in the message, and other data fields such as data fields relating to error detection and/or correction. All data messages transmitted between theplayer terminals12, thewebsite server14, and thegaming servers16 may be encrypted for security purposes.
Referring toFIG. 5A, if an outgoing data message is to be sent to one of theplayer terminals12 as determined atblock192, the routine may cause the data message to be encrypted atblock194. Any encryption program or routine could be utilized, such as one based on private key/public key encryption. Atblock196, the encrypted message may then be sent to theplayer terminal12 specified by the destination address of the message. When received by theplayer terminal12, the data message may be decrypted via decryption software that is routinely provided as part of an Internet access program provided with personal computers, such as the Internet Explorer® program marketed by Microsoft®.
If an outgoing data message is to be sent to one of thegaming servers16 as determined atblock198, the routine may cause the data message to be encrypted atblock200, and the encrypted message may then be sent to thegaming server16 specified by the destination address of the message atblock202.
Website Server Receive Routine
FIG. 5B is a flowchart of one possible embodiment of a website server receive routine210 that may be performed by the website controller50 (FIG. 2B) to process data messages received by thewebsite server14 from either agaming server16 or one of theplayer terminals12. The data messages could be, for example, messages from thegaming servers16 intended forplayer terminals12 and containing the display data necessary for generating various game displays (see for exampleFIGS. 6,7,10,11 and14), messages from thegaming servers16 intended for thewebsite server14 and containing gaming session data (see for exampleFIG. 3D), messages fromplayer terminals12 intended for thewebsite server14 and containing player data such as logon data, and messages fromplayer terminals12 intended for thegaming terminals16 and containing, for example, wager data or gaming instruction data such as data indicating what cards of a poker hand should be held in a draw poker game.
Referring toFIG. 5B, atblock212 the routine may determine whether the message was received from one of thegaming servers16, which may be accomplished by determining whether it was received via the data link22 (seeFIGS. 1 and 2B) or thedata link28. If received via the data link22 (i.e. from one of the gaming servers16), the routine may branch to block214 where the routine may check the source of the message.
For security purposes, thewebsite server14 may be designed to accept incoming data messages from authorized sources only. One manner of determining whether an incoming data message was transmitted by an authorized source is to check the source address of the data message and to only accept data messages having an authorized source address. To determine whether a data message received via thedata link22 is authorized, thewebsite server14 may compare the source address of each data message that is received via thedata link22 to determine whether it matches one of the known source addresses of thegaming servers16 coupled to thewebsite server14. If the source address of an incoming data message does not match one of the authorized source addresses, it may be considered to be an unauthorized message.
Atblock216, if the received message is not an authorized message, the routine may simply ignore the message by branching to block226. Alternatively, a security action may be taken, such as displaying a warning message to an operator of the website via the display unit70 (FIG. 2B).
If the received message is an authorized message as determined atblock216, the routine may determine whether the message is intended for thewebsite server14 or one of theplayer terminals12. That may be accomplished by checking the destination address of the received message. If the message is intended for one of theplayer terminals12, the message may be transmitted to the designatedplayer terminal12 atblock220. If the message is not intended for one of the player terminals12 (meaning its intended destination is the website server14), the routine may branch to block222 where the data portion of the message may be decrypted and to block224 where the message may be stored in memory so that it any necessary action can be subsequently taken by thewebsite server14.
Atblock226, the routine may determine whether a message was received from one of theplayer terminals12, which may be accomplished by determining if it was received via the data link28 (seeFIGS. 1 and 2B). If received via the data link28 (i.e. from one of the player terminals12), the routine may branch to block228 where the routine may check the source of the message to determine whether it is an authorized message. Thewebsite server14 may store a list of authorizedplayer terminals12 by storing the Internet addresses of all players who have successfully logged on to the website. Atblock230, if the received message is an authorized message, the routine may determine whether the message is intended for thewebsite server14 or one of thegaming servers16, which may be accomplished by checking the destination address of the received message. If the message is intended for one of thegaming servers16, the message may be transmitted to the designatedgaming server16 atblock234. If the message is not intended for one of the gaming servers16 (meaning its intended destination is the website server14), the routine may branch to block236 where the data portion of the message may be decrypted and to block238 where the message may be stored in memory so that it any necessary action can be subsequently taken by thewebsite server14.
Gaming Server Communication Routine
FIG. 5C is a flowchart of one possible embodiment of a gamingserver communication routine240 that may be performed by a gaming server controller80 (FIG. 2C) to transmit data messages to thewebsite server14 or process data messages received from thewebsite server14. Referring toFIG. 5C, if a data message needs to be transmitted as determined atblock242, the routine may cause the data message to be encrypted atblock244 and the encrypted data message to be transmitted to thewebsite server14 atblock246.
Atblock248, if a message has been received, atblock250 the routine may check the source of the message as described above to determine whether it is an authorized message. Atblock252, if the received message is an authorized message, the routine may branch to block254 where the data portion of the message may be decrypted and to block256 where the message may be stored in memory so that it any necessary action can be subsequently taken by thegaming server16
Gaming Data Recording
During operation of thegaming system10, various gaming data may be stored in memory, in either thewebsite server14 or thegaming server16 or both of theservers14,16, so that the data may be retrieved or utilized later for various purposes.FIGS. 3C and 3D illustrate adatabase300, which may be a relational database, that may be stored in one or both of theservers14,16.
Referring toFIG. 3C, thedatabase300 may have a plurality ofplayer data records302, which may include adata record302 for each player who has ever logged onto the website. The middle portion ofFIG. 3C illustrates one example of the contents of each of the player records302. Eachplayer record302 may include adata record304 that contains player data and one or more gaming session records306, each of which may correspond to a respective gaming session engaged in by the player. A gaming session could relate to all gaming activity performed by the player during a single logon to the website and a subsequent logoff.
The right-hand portion ofFIG. 3C illustrates data which may be stored in thedata record304, which may include a player identification number that may uniquely identify the player in adata field310, data representing the name of the player indata fields312,314, data representing the address of the player indata fields316,318, data representing the player's password in adata field320, and credit card information indata fields322,324. The data stored in data fields310-324 may simply be the logon data provided by the player during the logon procedure described above.
The right-hand portion ofFIG. 3C illustrates data which may be stored in one of the gaming session records306, which may include the identification number of the player in adata field326, the credit card number used for that particular gaming session in a data field328, and adata record330 that stores various gaming data. Referring toFIG. 3D, the gaming data of eachdata record330 may include, for each game played by the player during the session, a game identification number that identifies the game that was played, the wager(s) that was made during the game, the amount won, the amount lost, an initial number of credits, a remaining number of credits, and the time that elapsed during play of the game. The wagers, amounts won, amounts lost, initial credits, and remaining credits may be recorded in currency amounts, such as U.S. dollars. The elapsed time may be recorded in seconds (as shown inFIG. 3D) or minutes.
Thedatabase300 may be continuously updated during the time that players are logged onto the website and are playing games. Various manners of updating thedatabase300 may be used. For example, the data shown inFIG. 3D could be added to thedatabase300 on a real-time basis, such as within 5 or 10 seconds of a data event occurring (e.g. the wager amount could be updated within 5 or 10 seconds of a player making a wager). Alternatively, the data shown inFIG. 3D could be added to thedatabase300 upon completion of each game played, or upon completion of a gaming session by a player.
If thedatabase300 is stored in both thegaming servers16 and thewebsite server14, thedatabase300 could be updated at different rates. For example, thedatabase300 stored in one of thegaming servers16 could be updated on a real-time basis (as described above) and thedatabase300 stored in thewebsite server14 could be updated after the completion of each game, or after completion of a gaming session. Updating thedatabase300 stored in thewebsite server14 may be accomplished by the transmission of periodic data messages, which may contain all or a part of the data shown inFIG. 3D, from thegaming servers16 to thewebsite server14.
Gaming Server Operation
As described above, each game available via the website is played via one of thegaming servers16 operatively coupled to thewebsite server14. Examples of the draw poker, slots A, blackjack, bingo and keno games represented by thegame icons152,162,166,168,170, respectively, shown inFIG. 3B are described below. In view of the above description, it should be understood that each of the following game routines may be performed by a different one of thegaming servers16, or that one of thegaming servers16 may perform more than one of the game routines.
One of the game routines described below may begin execution upon the transfer of operational control from thewebsite server14 to one of thegaming servers16 as described above in connection withblock176 ofFIG. 4. Upon the completion of one of the game routines (i.e. when a player desired to stop playing a particular game), thewebsite server14 would make that determination atblock122 ofFIG. 4 as described above and would begin operation atblock124 as described above.
1. Draw Poker
FIG. 6 is anexemplary display350 that may be caused to be displayed on thedisplay unit44 of one of the player terminals12 (by agaming server16 sending display data to the player terminal12) during performance of adraw poker routine351 that may be performed by one of thegaming servers16.
Referring toFIG. 6, thedisplay350 may includevideo images352 of a plurality of playing cards representing the player's hand, such as five cards. To allow the player to control the play of the poker game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Hold”button354 disposed directly below each of theplaying card images352, a “Cash Out”button356, a “See Pays”button358, a “Bet One Credit”button360, a “Bet Max Credits”button362, and a “Deal/Draw”button364. Thedisplay350 may also include anarea366 in which the number of remaining credits or value is displayed. The buttons may be activated with the use of a mouse as described above.
FIG. 8 is a flowchart of thepoker routine351. Referring toFIG. 8, atblock370, if the player has requested payout information, such as by activating the “See Pays”button358, atblock372 the routine may cause one or more pay tables to be displayed on thedisplay unit44 of the player terminal12 (by transmitting to theplayer terminal12 display data representing the pay tables). Atblock374, if the player has made a bet (e.g. if thegaming server16 has received bet data, such as a “Bet One Credit” data message, from the player terminal12), atblock376 bet data corresponding to the bet made by the player may be stored in the memory of thegaming server controller80. Atblock378, the routine may determine whether the player has activated the “Bet Max Credits” button362 (by detecting receipt of a “Bet Max Credits” data message from the player terminal12), in which case at block380 bet data corresponding to the maximum allowable bet may be stored in the memory of thegaming server controller80.
Atblock382, the routine may determine if the player desires a new hand to be dealt, which may be determined by detecting receipt of a “Deal/Draw” data message from theplayer terminal12 after a wager was made. In that case, at block384 a video poker hand may be “dealt” by causing thedisplay unit44 to generate the playing card images352 (by transmitting one or more messages to theplayer terminal12 with suitable display data). After the hand is dealt, atblock386 the routine may determine if a “Hold” data message has been received from theplayer terminal12, in which case data regarding which of theplaying card images352 are to be “held” may be stored in the memory of thegaming server controller80 atblock388. If a “Deal/Draw” data message was received by thegaming server16 as determined atblock390, each of theplaying card images352 that was not “held” may be caused to disappear from thevideo display350 and to be replaced by a new, randomly selected, playingcard image352 atblock392.
Atblock394, the routine may determine whether the poker hand represented by theplaying card images352 currently displayed is a winner. That determination may be made by comparing data representing the currently displayed poker hand with data representing all possible winning hands, which may be stored in the memory of thegaming server controller80. If there is a winning hand, a payout value corresponding to the winning hand may be determined atblock396. Atblock398, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the hand was a winner, the payout value determined atblock396. The cumulative value or number of credits may also be displayed in the display area366 (FIG. 6).
Blackjack
FIG. 7 is anexemplary display400 that may be caused to be displayed on thedisplay unit44 of one of the player terminals12 (by agaming server16 sending display data to the player terminal12) during performance of ablackjack routine401. Referring toFIG. 7, thedisplay400 may includevideo images402 of a pair of playing cards representing a dealer's hand, with one of the cards shown face up and the other card being shown face down, andvideo images404 of a pair of playing cards representing a player's hand, with both the cards shown face up. The “dealer” may be thegaming server16.
To allow the player to control the play of the blackjack game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out”button406, a “See Pays”button408, a “Stay”button410, a “Hit”button412, a “Bet One Credit”button414, and a “Bet Max Credits”button416. Thedisplay400 may also include anarea418 in which the number of remaining credits or value is displayed. The buttons may be activated with the use of a mouse as described above.
Upon activation of each of the buttons, a corresponding data message may be transmitted from theplayer terminal12 to thegaming server16. The data message may have a source address that identifies theplayer terminal12 sending the message, a destination address that identifies thegaming server16 to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data (e.g. whether to “hit” or “stay”), etc.
FIG. 9 is a flowchart of theblackjack routine401. Referring toFIG. 9, theblackjack routine401 may begin atblock420 where it may determine whether a bet has been made by the player (e.g. by determining if a “Bet One Credit” data message or a “Bet Max Credits” data message has been received by thegaming server16 from the player terminal12). Atblock422, bet data corresponding to the bet made atblock420 may be stored in the memory of thecontroller80. Atblock424, a dealer's hand and a player's hand may be “dealt” by making theplaying card images402,404 appear on thedisplay unit44 of theplayer terminal12.
Atblock426, the player may be allowed to be “hit,” in which case atblock428 another card will be dealt to the player's hand by making anotherplaying card image404 appear in thedisplay400. If the player is hit, block430 may determine if the player has “bust,” or exceeded21. If the player has not bust, blocks426 and428 may be performed again to allow the player to be hit again.
If the player decides not to hit, atblock432 the routine may determine whether the dealer should be hit. Whether the dealer hits may be determined in accordance with predetermined rules, such as the dealer always hit if the dealer's hand totals 15 or less. If the dealer hits, atblock434 the dealer's hand may be dealt another card by making anotherplaying card image402 appear in thedisplay400. Atblock436 the routine may determine whether the dealer has bust. If the dealer has not bust, blocks432,434 may be performed again to allow the dealer to be hit again.
If the dealer does not hit, atblock436 the outcome of the blackjack game and a corresponding payout may be determined based on, for example, whether the player or the dealer has the higher hand that does not exceed 21. If the player has a winning hand, a payout value corresponding to the winning hand may be determined atblock440. Atblock442, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the player won, the payout value determined atblock440. The cumulative value or number of credits may also be displayed in the display area418 (FIG. 7).
Slots A
FIG. 10 is anexemplary display450 that may be caused to be displayed on thedisplay unit44 of one of the player terminals12 (by agaming server16 sending display data to the player terminal12) during performance of a slots routine451. Referring toFIG. 10, thedisplay450 may includevideo images452 of a plurality of slot machine reels, each of the reels having a plurality ofreel symbols454 associated therewith. Although thedisplay450 shows fivereel images452, each of which may have threereel symbols454 that are visible at a time, other reel configurations could be utilized.
To allow the player to control the play of the slots game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out”button456, a “See Pays”button458, a plurality of payline-selection buttons460 each of which allows the player to select a different number of paylines prior to “spinning” the reels, a plurality of bet-selection buttons462 each of which allows a player to specify a wager amount for each payline selected, a “Spin”button464, and a “Max Bet”button466 to allow a player to make the maximum wager allowable.
Upon activation of each of the buttons, a corresponding data message may be transmitted from theplayer terminal12 to thegaming server16. The data message may have a source address that identifies theplayer terminal12 sending the message, a destination address that identifies thegaming server16 to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data (e.g. spin), etc.
FIG. 12 is a flowchart of the slots routine451. Referring toFIG. 12, atblock470, if the player has requested payout information, which may be determined by detecting receipt by thegaming server16 of a “See Pays” data message, atblock472 the routine may cause one or more pay tables to be displayed on thedisplay unit44. Atblock474, if a data message is received by thegaming server16 as a result of the player pressing one of the payline-selection buttons460, atblock476 data corresponding to the number of paylines selected by the player may be stored in the memory of thecontroller80. Atblock478, if the player has pressed one of the bet-selection buttons462, atblock480 data corresponding to the amount bet per payline may be stored in the memory of thecontroller80. Atblock482, if a “Max Bet” data message has been received by thegaming server16, atblock484 bet data (which may include both payline data and bet-per-payline data) corresponding to the maximum allowable bet may be stored in the memory of thecontroller80.
If a “Spin” data message has been received from theplayer terminal12 as determined atblock486, atblock488 the routine may cause the slotmachine reel images452 to begin “spinning” so as to simulate the appearance of a plurality of spinning mechanical slot machine reels. Atblock490, the routine may determine the positions at which the slot machine reel images will stop, or theparticular symbol images454 that will be displayed when thereel images452 stop spinning. Atblock492, the routine may stop thereel images452 from spinning by displayingstationary reel images452 and images of threesymbols454 for each stoppedreel image452. The virtual reels may be stopped from left to right, from the perspective of the player, or in any other manner or sequence.
The routine may provide for the possibility of a bonus game or round if certain conditions are met, such as the display in the stoppedreel images452 of aparticular symbol454. If there is such a bonus condition as determined atblock494, the routine may proceed to block496 where a bonus round may be played. The bonus round may be a different game than slots, and many other types of bonus games could be provided. If the player wins the bonus round, or receives additional credits or points in the bonus round, a bonus value may be determined atblock498. A payout value corresponding to outcome of the slots game and/or the bonus round may be determined atblock500. Atblock502, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the slot game and/or bonus round was a winner, the payout value determined atblock500.
Keno
FIG. 11 is anexemplary display520 that may be caused to be displayed on thedisplay unit44 of one of the player terminals12 (by agaming server16 sending display data to the player terminal12) during performance of akeno routine521. Referring toFIG. 11, thedisplay520 may include a video image522 of a plurality of numbers that were selected by the player prior to the start of a keno game and avideo image524 of a plurality of numbers randomly selected during the keno game. The randomly selected numbers may be displayed in a grid pattern.
To allow the player to control the play of the keno game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out”button526, a “See Pays”button528, a “Bet One Credit”button530, a “Bet Max Credits”button532, a “Select Ticket”button534, a “Select Number”button536, and a “Play”button538. Thedisplay520 may also include anarea540 in which the number of remaining credits or value is displayed.
Upon activation of each of the buttons, a corresponding data message may be transmitted from theplayer terminal12 to thegaming server16. The data message may have a source address that identifies theplayer terminal12 sending the message, a destination address that identifies thegaming server16 to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data, etc.
FIG. 13 is a flowchart of thekeno routine521. Thekeno routine521 may be utilized in connection with asingle player terminal12 where a single player is playing a keno game, or thekeno routine521 may be utilized in connection withmultiple player terminals12 where multiple players are playing a single keno game.
Referring toFIG. 13, atblock550, if a “See Pays” data message has been received from theplayer terminal12, atblock552 the routine may cause one or more pay tables to be displayed on thedisplay unit44. Atblock554, if bet data has been received from theplayer terminal12, such as by receiving a “Bet One Credit” data message or a “Bet Max Credits” data message, atblock556 bet data corresponding to the bet made by the player may be stored in the memory of thecontroller80. After the player has made a wager, atblock558 the player may select a keno ticket, and atblock560 the ticket may be displayed on thedisplay520. Atblock562, the player may select one or more game numbers, which may be within a range set by the casino. After being selected, the player's game numbers may be stored in the memory of thecontroller80 atblock564 and may be included in the image522 on thedisplay520 atblock566. After a certain amount of time, the keno game may be closed to additional players (where a number of players are playing a single keno game using multiple player terminals12).
If play of the keno game is to begin as determined atblock568, at block570 a game number within a range set by the casino may be randomly selected by thecontroller80. Atblock572, the randomly selected game number may be displayed on thedisplay unit44 and thedisplay units44 of other player terminals12 (if any) which are involved in the same keno game. Atblock574, thecontroller80 may increment a count which keeps track of how many game numbers have been selected atblock570.
Atblock576, the routine may determine whether a maximum number of game numbers within the range have been randomly selected. If not, another game number may be randomly selected atblock570. If the maximum number of game numbers has been selected, atblock578 the routine may determine whether there are a sufficient number of matches between the game numbers selected by the player and the game numbers selected atblock570 to cause the player to win. The number of matches may depend on how many numbers the player selected and the particular keno rules being used.
If there are a sufficient number of matches, a payout may be determined atblock580 to compensate the player for winning the game. The payout may depend on the number of matches between the game numbers selected by the player and the game numbers randomly selected atblock570. Atblock582, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the keno game was won, the payout value determined atblock580. The cumulative value or number of credits may also be displayed in the display area540 (FIG. 11).
Bingo
FIG. 14 is anexemplary display600 that may be caused to be displayed on thedisplay unit44 of one of the player terminals12 (by agaming server16 sending display data to the player terminal12) during performance of abingo routine601. Referring toFIG. 14, thedisplay600 may include one ormore video images602 of a bingo card and images of the bingo numbers selected during the game. Thebingo card images602 may have a grid pattern.
To allow the player to control the play of the bingo game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out”button604, a “See Pays”button606, a “Bet One Credit”button608, a “Bet Max Credits”button610, a “Select Card”button612, and a “Play”button614. Thedisplay600 may also include anarea616 in which the number of remaining credits or value is displayed.
Upon activation of each of the buttons, a corresponding data message may be transmitted from theplayer terminal12 to thegaming server16. The data message may have a source address that identifies theplayer terminal12 sending the message, a destination address that identifies thegaming server16 to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data, etc.
FIG. 15 is a flowchart of thebingo routine601. Thebingo routine601 may be utilized in connection with asingle player terminal12 where a single player is playing a bingo game, or thebingo routine601 may be utilized in connection withmultiple player terminals12 where multiple players are playing a single bingo game.
Referring toFIG. 15, atblock620, if the player has requested payout information, which may be determined by detecting receipt of a “See Pays” data message from theplayer terminal12, atblock622 the routine may cause one or more pay tables to be displayed on thedisplay unit44 of theplayer terminal12. Atblock624, if bet data has been received from theplayer terminal12, such as a “Bet One Credit” data message or a “Bet Max Credits” data message, atblock626 the bet data corresponding to the bet made by the player may be stored in the memory of thecontroller80.
After the player has made a wager, atblock628 the player may select a bingo card, which may be generated randomly. The player may select more than one bingo card, and there may be a maximum number of bingo cards that a player may select. After play is to commence as determined atblock632, at block634 a bingo number may be randomly generated by the routine. Atblock636, the bingo number may be displayed on thedisplay unit44 of theplayer terminal12 and thedisplay units44 of anyother player terminals12 involved in the bingo game.
Referring toFIG. 13, atblock550, if a “See Pays” data message has been received from theplayer terminal12, atblock552 the routine may cause one or more pay tables to be displayed on thedisplay unit44. Atblock554, if bet data has been received from theplayer terminal12, such as by receiving a “Bet One Credit” data message or a “Bet Max Credits” data message, atblock556 bet data corresponding to the bet made by the player may be stored in the memory of thecontroller80. After the player has made a wager, atblock558 the player may select a keno ticket, and atblock560 the ticket may be displayed on thedisplay520. Atblock562, the player may select one or more game numbers, which may be within a range set by the casino. After being selected, the player's game numbers may be stored in the memory of thecontroller80 atblock564 and may be included in the image522 on thedisplay520 atblock566. After a certain amount of time, the keno game may be closed to additional players (where a number of players are playing a single keno game using multiple player terminals12).

Claims (37)

1. A gaming system that allows players to play games via a plurality of remote player devices, said gaming system comprising:
a first gaming server that facilitates play of a first game by a player utilizing one of said remote player devices, said first gaming server comprising a controller that comprises a processor and a memory in which image data corresponding to a video image representing said first game is stored, said controller being programmed to facilitate play of said first game and said first game being one of the following games: poker, blackjack, slots, keno or bingo;
a second gaming server that facilitates play of a second game by a player utilizing one of said remote player devices, said second game being different than said first game, said second gaming server comprising a controller that comprises a processor and a memory in which image data corresponding to a video image representing said second game is stored, said controller of said second gaming server being programmed to facilitate play of said second game and said second game being one of the following games: poker, blackjack, slots, keno or bingo; and
a website server that is capable of being operatively coupled via the Internet to said remote player devices, said website server capable of being operatively coupled to said first and second gaming servers, said website server comprising:
a controller that comprises a processor and a memory; and
a network communications circuit coupled to said controller of said website server, said network communications circuit allowing data to be communicated between said controller of said website server and said remote player devices,
said controller of said website server being programmed to select logon display data and to cause said logon display data to be transmitted to one of said remote player devices via said network communications circuit when said one remote player device is operatively coupled to said website server,
said controller of said website server being programmed to cause player data received from said one remote player device to be stored in memory,
said controller of said website server being programmed to cause data representing a game selection display to be transmitted to said one remote player device, said game selection display comprising a first image representing said first game and a second image representing said second game,
said controller of said website server being programmed to receive data representing a game selection from said one remote player device,
said controller of said website server being programmed to determine whether said data representing said game selection corresponds to said first game or said second game;
said controller of said website server being programmed to determine whether to select said first gaming server or said second gaming server based on said game selection received from said one remote player device;
said controller of said website server being programmed to select said first gaming server for data communication between said one remote player device and said first gaming server if said player selected said first game for play, and
said controller of said website server being programmed to select said second gaming server for data communication between said one remote player device and said second gaming server if said player selected said second game for play.
2. A gaming system as defined inclaim 1,
wherein said memory of said first gaming server stores image data representing an image of at least five playing cards if said first game comprises poker, wherein said memory of said first gaming server stores image data representing an image of a plurality of simulated slot machine reels if said first game comprises slots,
wherein said memory of said first gaming server stores image data representing an image of a plurality of playing cards if said first game comprises blackjack,
wherein said memory of said first gaming server stores image data representing an image of a plurality of keno numbers if said first game comprises keno, and
wherein said memory of said first gaming server stores image data representing an image of a bingo grid if said first game comprises bingo.
9. A website server, comprising:
a network communications circuit that allows data to be communicated between said website server and a plurality of remote player devices when said remote player devices are operatively coupled to said website server; and
a controller that controls the operation of said website server, said controller comprising a processor and a memory operatively coupled to said processor,
said controller being programmed to select logon display data and to cause said logon display data to be transmitted to one of said remote player devices via said network communications circuit when said one remote player device is operatively coupled to said web site server,
said controller being programmed to cause player data received from said one remote player device to be stored in memory,
said controller being programmed to cause data representing a game selection display to be transmitted to said one remote player device, said game selection display comprising a first image representing a first game and a second image representing a second game,
said controller being programmed to receive data representing a game selection from said one remote player device,
said controller being programmed to determine whether said data representing said game selection corresponds to said first game or said second game;
said controller being programmed to determine whether to select a first gaming server or a second gaming server based on said game selection received from said one remote player device;
said controller being programmed to select said first gaming server for data communication between said one remote player device and said first gaming server that facilitates play of said first game if said player selected said first game for play, and
said controller being programmed to select said second gaming server for data communication between said one remote player device and said second gaming server that facilitates play of said second game if said player selected said second game for play.
16. A website server, comprising:
a network communications circuit that allows data to be communicated between said website server and a plurality of remote player devices when said remote player devices are operatively coupled to said website server; and
a controller that controls the operation of said website server, said controller comprising a processor and a memory operatively coupled to said processor,
said controller being programmed to retrieve from said memory data prompting a game selection to be made, and to cause said data prompting a game selection to be made to be transmitted to one of said remote player devices to prompt a player to select at least a first game or a second game;
said controller being programmed to receive game selection data representing a game selection from said one remote player device,
said controller being programmed to determine whether said game selection data representing said game selection corresponds to said first game or said second game;
said controller being programmed to determine whether to select a first gaming server or a second gaming server based on said game selection received from said one remote player device;
said controller being programmed to select said first gaming server for data communication between said one remote player device and said first gaming server that facilitates play of said first game if said game selection data specifies said first game, and
said controller being programmed to select said second gaming server for data communication between said one remote player device and said second gaming server that facilitates play of said second game if said game selection data specifies said second game.
22. A website controller that controls operation of a website, said controller comprising:
a processor;
a memory operatively coupled to said processor;
a first computer program portion stored in said memory that causes data prompting a game selection to be made to be transmitted to a remote player device to allow a first game or a second game to be selected via said remote player device;
a second computer program portion stored in said memory that causes game selection data representing a game selection that is received from said remote player device to be stored in memory;
a third computer program portion stored in said memory that determines whether said data representing said game selection corresponds to said first game or said second game;
a fourth computer program portion stored in said memory that determines whether to select a first gaming computer or a second gaming computer based on said game selection received from said remote player device;
a fifth computer program portion stored in said memory that facilitates data communication between said remote player device and said first gaming computer that facilitates play of said first game if said game selection data specifies said first game; and
a sixth computer program portion stored in said memory that facilitates data communication between said remote player device and said second gaming computer that facilitates play of said second game if said game selection data specifies said second game.
27. A method of operating a website computing apparatus, comprising:
retrieving logon display data from a memory associated with said website computing apparatus and transmitting said logon display data from said website computing apparatus to a remote player device over the Internet;
receiving player data from said remote player device via the Internet;
transmitting data representing a game selection display to said remote player device via the Internet, said game selection display comprising a first image representing a first game and a second image representing a second game;
receiving game selection data representing a game selection from said remote player device via the Internet;
determining whether said game selection data representing said game selection corresponds to said first game or said second game;
determining whether to select a first gaming computer or a second gaming computer based on said game selection received from said remote player device;
facilitating data communication via the Internet between said remote player device and said first gaming computer that facilitates play of said first game if said game selection data represents said first game, said data communication being conducted through said website computing apparatus; and
facilitating data communication via the Internet between said remote player device and said second gaming computer that facilitates play of said second game if said game selection data represents said second game, said data communication between said remote player device and said second gaming computer being conducted through said website computing apparatus.
29. A method of operating a website computing apparatus, comprising:
receiving at said website computing apparatus via the Internet game selection data representing a game selection from a player device remote from said website computing apparatus, said game selection data representing either a first game or a second game;
at said website computing apparatus, determining whether said game selection data representing said game selection corresponds to said first game or said second game;
at said website computing apparatus, determining whether to select a first gaming apparatus or a second gaming apparatus based on said game selection data received from said player device;
at said website computing apparatus, initiating the retrieval of game display data from said first gaming apparatus that facilitates play of said first game if said game selection data represents said first game;
at said website computing apparatus, initiating the retrieval of game display data from said second gaming apparatus that facilitates play of said second game if said game selection data represents said second game;
transmitting said game display data received from one of said gaming apparatuses to said remote player device via the Internet;
receiving at said website computing apparatus wager data from said remote player device via the Internet;
transmitting said wager data from said website computing apparatus to said first gaming apparatus if said game selection data represents said first game; and
transmitting said wager data from said website computing apparatus to said second gaming apparatus if said game selection data represents said second game.
33. A method of operating a gaming apparatus, comprising:
transmitting first game display data from said gaming apparatus to a website computing apparatus, said first game display data representing a first game image relating to a game that may be played via a player device that is remote from said website computing apparatus and that is remote from said gaming apparatus, said first game display data being included in a data communication having a destination address that specifies said player device;
receiving wager data from said website computing apparatus, said wager data being included in a data communication having a source address that specifies said player device;
transmitting second game display data from said gaming apparatus to said website computing apparatus, said second game display data representing a second game image relating to said game, said second game display data being included in a data communication having a destination address that specifies said player device; and
transmitting outcome data from said gaming apparatus to said website computing apparatus, said outcome data representing an outcome of said game, said outcome data being included in a data communication having a destination address that specifies said player device.
US10/082,6502002-02-252002-02-25Network gaming systemExpired - LifetimeUS7303473B2 (en)

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CA2474678ACA2474678C (en)2002-02-252002-03-28Network gaming system
EP02806892AEP1485886A2 (en)2002-02-252002-03-28Network gaming system
PCT/US2002/009669WO2003073392A2 (en)2002-02-252002-03-28Network gaming system
AU2002367725AAU2002367725B2 (en)2002-02-252002-03-28Network gaming system
AU2007211900AAU2007211900B2 (en)2002-02-252007-08-24Network gaming system

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WO2003073392A2 (en)2003-09-04
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US20030162594A1 (en)2003-08-28

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